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Loyalty++ 5.1

THIS MOD IS A BETA AND IS NOT VERY STABLE
IMPORTANT: last version (5) will kill some player at start... so I don't know if all victory are always possible

War Exhaustion, is a new feature who take away 1 loyalty point for every War Exhaustion points (WEP) per turn (max WEP is 300 minimum is 0):

too long war With Major: +1 WEP per turn (10 turn of war = -10 loyalty points per turn in all cities)

War Fight With Major: every health point lost = +0.06 WEP (damage/15 rounded, if your unit take 14 damage and did 30 you will gain 1 War Exhaustion while your enemy will gain 2)

If your Units Dismantle (die) or get captured you gain 3 WEP and if the battle took place in an ally territory the city that owns this territory loses 200 loyalty (like Lautaro Swift Hawk trait) or gain 200 loyalty depending on the winner of the battle

Declaring War give WEP depending on warmong

the only current way to lose WEP is peace -3 WEP per turn

Being at peace give +30 loyalty per turn in all you cities

+1 WEP per turn for all your city being besieged or occupied

Max Loyalty of cities is now 1000, Every identity scaled x10

Religion effect on loyalty :

If your city follow a religion but do not have an holy site your city lose 30 loyalty per turn an inverse if have a religion and holy site gain 30 loyalty per turn

every Heretic (follower of religions that are not dominant in the city) will do lose 10 loyalty per turn and conversely every follower of dominant religion in city do gain 10 loyalty per turn

every city who follow a religion who's not the major player religion (most followed in player cities and player own religion) will lose 50 loyalty per turn and conversely every city who Follow Major player gain 50 loyalty per turn

Now depend on ERA, all era multiplier: ancient and classical:1 medieval and renaissance: 1.5 industrial :1 modern and atomic : 0.5 informatic :0.1

Government stability : Every governments have their own stability every turn you will gain or lose Goverment stability ramdomly depending on your goverment, more stable goverment are republic while all autocratic government are the worst, You will lose Government stability when you change goverment (-200) and policies (-5 per policies in your government) and every goverment add a new multiplier to religion loyalty per turn, every goverment average stability gain per turn and religion multiplier:

CHIEFDOM : average +5.25 per turn, religion multiplier: 1.5

AUTOCRACY : average +2.6 per turn

OLIGARCHY : average +3.05 per turn and -0.1 WEP per turn

CLASSICAL REPUBLIC : average +8.35 per turn

MONARCHY : average +5.05, religion multiplier: 1.5, if is at war with another religion - 0.3 WEP per turn

THEOCRACY : average +4.63, religion multiplier: 2, if is at war with another religion - 0.5 WEP per turn

MERCHANT REPUBLIC : average +8.35, if is at war with another religion - 0.1 WEP per turn

FASCISM : average +2.575 and -0.1 WEP per turn

COMMUNISM : average + 2.575

DEMOCRACY : average +13.205

ANARCHY : average -15

Sepratism : When You make peace or defeat a player every city you decide to keep will become Separatist, more the city have citizens and culture per turns more it will be long to change the city culture, culture is based on who found the city, the only way to change a city culture is to have 0 separatism in the city.

Migration:

War migration, citizens will flee country who have War Exhaustion, more WEP = more migration, will search ideal city who have less than 10 WEP.

Religion Migration, citizens will flee cities who have a negative religion stability, more heretics = more migration, will search an ideal city or country who follow his religion.

Government Migration, citizens will flee country who have a negative Government stability, Worst Government stability = more migration, will search an ideal city who have a positive government stability and a different government

Separatist Migration, citizens will flee cities who is separatist, more city is separatist = more migration, will search an ideal city who have his culture and is not separatist (come back to his original country)

What is "ideal city":
every city have an attractivity depending on :

City at war have 0 attractivity

City who are closer have an attractivity bonus (max migration distance depend on era goes from 20 plots to 100)

Citizens prefer not changing country if possible (more attractivity if same country)

Citizens prefer city with positive loyalty (more loyalty per turn = more attractivity)

Citizens prefer city who have housing and food surplus

Citizens prefer City with amenities

Citizen prefer cities who have district and more gold per turn

citizen prefer city who have wonders

more a city is attractive more it will get Migrations

Chance of Revolt every turn depending on your loyalty lvl and from how much your are in negative, the calcul is -LoyaltyPerTurn / Cityloyalty * 1000 then a dice of 1000 is rolled if the value of the dice is lower than the precedent result then your city revolt

Type of Revolt:

if your city revolt: every worked plot become a barbarian warrior or an Elite barbarian Unit (elite Unit are Unit of the last era), number of elite depend on your loyalty per turn (-500 lpt = 5/10 of elite Units, -250 lpt = 2,5/10 elite Unit ..ect), Unit will siege your city and the result depends on why revolt started, to stop the siege you need to kill all partisans, and your production of gold is reduced for the next 30 turns*

If your city revolt and the city is separatist or if city is a colony that want to take independance then if the siege win the city will become a free city and every city you own within 10 plot that is separatist or have a colonial riot less than -1 will revolt and start a siege, if the free city revolt then the it change the city owner to either the owner of the culture in the city (old owner) or it create a new civilzation, with a player who was killed at start (gain tech and civic of the owner before riot, gain all left revolt member and every separatist city arround are given to them)

if your city revolt while you have a religion loyalty lower than -50 and If the city have a majoritary religion then all your city within 10 tile gain 400 presure of this religion, and if the siege win then all your city within 10 tile gain 800 presure of this religionand your production of faith is reduced for the next 30 turns*

else if WEP is lower than -50 then your production of science, culture and gold is reduced for the next 30 turns*

if you have less than -50 Government stability or -50 WEP every city you own within 10 plots that have a negative loyalty per turn revolt the same turn and if the the siege win then every city you own within 10 plots that have 100 or less loyalty per turn will revolt and start a siege

Revolt Can't repeat : Your city need 30 turn to be able to revolt after a rescent revolt

For EVERY city you own you lose -5 loyalty per turn in all you cities (If you have 10 cities you lose -50 loyalty per turn in each of them)

If you have a wonder in your city then you earn 20 loyalty in the city and 10 in all other you own

update:
1.1 add WEP when declare War, added icon for WEP and religion, Heretic now produce negative loyalty and conversely, fixed some bug (pls report if you encounter one and give me the lua.log)

1.1.1 fixed a bug where my mod would not load after loading a saved game and would reset WEP

1.2 added Eramultiplier for religion

v 2.0 City Revolt type/chance and anti repeat revolt added

*I have not done the UI so city pannel will not update but it is -100% on first turn then 96.6% ect.. untill turn 30
That's it for now
(Sorry if my english is bad I am not a native speaker, help me correct my mistakes)